Can you save the creatures in the lake ?
One of the corking thing about the Lost Lands Special Edition puzzler adventures is that each has a fillip chapter . If you ’re looking for some information about the Dark Overlord bonus chapter , read on for my full walkthrough .
Lost Lands 1 Dark Overlord Full Bonus Chapter Walkthrough
Once you ’ve keep open Jimmy from the dark overlord in the main account of Lost Lands 1 , the fillip chapter becomes useable . If you ’re still playing the primary game , check out myLost Lands 1 Walkthrough - Dark Overlord . mention that there are no collectibles in the incentive chapter .
Susan feels another calling from the lost lands , returns to the Sir Herbert Beerbohm Tree , and is drawn into the forest once more . expend the shear on the endocarp ( a1 ) to make out the leaves in the same close - up to find and take someAntlers . Also , read thenote on the door(a2 ) to find the dwarves have go late into the woodland .
Move to the lake and verbalize to the Lake Spirit ( b1 ) , who gives you anUnfinished Potionthat will allow you to rest underwater when complete . She take for your help in saving the creatures at the bottom of the lake and says the gnome should have the mushroom-shaped cloud ingredient required to wind up the potion . When the spirit disappear , take aSeashellfrom the planks ( b1 ) and theCicadafrom the rock ( b2 ) .
Head to the groundwork of the tree next , look for the bushes ( c1 ) to find a secondSeashelland take aFeatherfrom the machine ( c2 ) . utilize the cicada to lure away the pismire ( c3 ) , allow you to take theTile , and then move into the depository library ( c4 ) .
Add the antlers to the modeling cervid on the ledge ( d1 ) to unfold a secret compartment and take aHammer . Return to the wood , employ the hammer on the room access ( a2 ) , and enroll the midget ’s bungalow .
The dwarf’s house grid puzzle solution
Move the rug ( e1 ) to let on a grid on the storey and add the roofing tile to begin a grid motility puzzle . You need to move through every traffic circle to complete the challenge and I ’ve note the order to do this below . Once complete , take theHook .
Take theShellfrom the thorax ( e2 ) , get theShearsfrom the ropes ( e3 ) , and add together the three shell you ’ve collected to the boxwood on the board ( e4 ) . You still need plenty more ! Move back to the lake and expend the hook on the profits ( b1 ) , use the shears to cut the net income , and get theTweezers . Use the tweezers on the careen ( b2 ) to get theMedallion , and then hark back to the cottage .
Move the cushion on the bed ( e5 ) to reveal a box , employ the medallion to open it , and take theWax . employ the wax on the bag lock ( e6 ) , start the handbag , and put the unfinished potion on the chair next to the bag . Add the mushroom infusion from the travelling bag to the potion , and take thePotion . Head back to the lake , chatter the water system , and head into the lake .
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The object placement puzzle at the forest entrance
There ’s nothing to do atthe squarewhere you get right now , so move to theentrance to the onetime forest . Take aSeahelland aShellfishfrom the falls ( f1 ) , anOwl Tabletfrom the well ( f2 ) , theStatue Handfrom the level ( f3 ) , and aBent PipeandMedallionfrom the Sir Herbert Beerbohm Tree rostrum ( f4 ) . Now choose the ruin tower ( f5 ) to begin an object - placement miniskirt - game . The solution is below ; once it ’s complete , you ’ll receive theComponent .
Return to the public square , confiscate the statue hired hand to the statue ( g1 ) , and take theSeashellfrom its now open hired hand .
move on to the cave , pick up theSeashell(h1 ) , use the pipe to move the tilt in the same close - up , and move the shells ( h2 ) to find anotherMedallion .
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Now maneuver outside the castle andtalk to Undine , who demand you to discover the troglodyte in the timberland and then gives you a thirdMedallion . Grab theSeashell(i1 ) and then manoeuver inner theunderwater palace .
Take aFeatherfrom the top of the box ( j1 ) and then tally the heavy seashell to the gadget in the centre of the room ( j2 ) . You ’ll know which seashell it is , as it looks like the others on the machine . It ’s also the only one you ca n’t place on the box in the dwarf ’s cottage ( e4 ) , as it will say it ’s too large .
The owl’s feathers puzzle solution
post the cuticle begins a simple placement mystifier , the solution to which is above . Once complete , take a fourthMedallionfrom the shield . Return to the depository library next , and append the owl tablet and the two plumage to the owl ( d2 ) to begin a feather - arrange puzzle . set the feathers as pictured above , and you ’ll get your finalMedallionand aCrab Trap .
Return to the cave , place the crab trap ( h3 ) , put the mollusc inside it in the finis - up , and you ’ll trap the crab . sink in the trap again and take anotherMedallion . This a la mode medallion can be used outside the castle to open up the door ( i2 ) and start a simple hidden objective miniskirt - game . Once ended , take theChest Piece . you could now tote up the chest man to the chest in the underwater rook ( j1 ) to open it and find anotherSeashelland aMosaic .
Back outside the castle , select the mosaic ( i3 ) , add the mosaic lives you just received , and start acolor - tally miniskirt - game . All you take to do is place the piece so they precisely mirror those on the mosaic that ’s already complete in the same close - up ( you ca n’t fail here , see above ) . If you have question , each color will go out of small-arm once complete , so do the dewy-eyed colors first . Once you ’re done , take theLock Piece .
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Move up to the top of the castling , tothe gadget . Take theAnimal Figurine(k1 ) and yet anotherMedallion(k2 ) , and then repay to the subroutine library . employ this new medallion to open up the lectern ( d3 ) and take a secondLock Piecefrom inside . Also , be sure to read the note you ’ll bump underneath it , which explains that the hermit built the machine that purified the water .
Go back to theold forest entranceand place the five palm in the logic gate ( f6 ) , giving you memory access to the old forest itself . Take theFish Figurine(l1 ) and add up the creature figurine to the place ( l2 ) , but you still require to discover more .
Keep going up tooutside the solitudinarian ’s hut , give the right lamp ( m1 ) , and take theOil . Move the rug ( m2 ) to find anAnimal Figurineand a note from the anchorite , saying they have left but a friend will be able to see a style in .
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Fixing the lock on the hermit’s hut door
pick out the door(m3 ) , tally the two lock pieces , and then find the right position for the curl . Move the left lock five times , and then the right ringlet six fourth dimension , and the door will open ( see the look-alike above for the correct curl situation ) . Use the doorway to enterthe hermit ’s hut .
chatter the top of the stairs ( n1 ) and take theAnimal Tablet , before open up the draw in the same close - up and finding someScrews , aNut , and aBrush . Select the desk ( n2 ) and examine the note to find the machine operating instructions . you could now put the component on the table , add the slut to it ( it ’s already on the table ) , and then add the oil , but you still want to find the lens .
Move to the caves , add the fish figurine to the thorax that ’s behind the rock you moved originally ( h1 ) , andsolve the slue teaser . You require to move the piece in the slot on the left across to the slot on the right field . To do so , follow the guide below .
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The sliding puzzle in the caves, solved
you could now slide the firearm on the far left right across , launch the pectus , and take anotherAnimal Figurineand aPiece of Pipe . Move outside the castle , use the brush on the windowpane ( i4 ) , and you ’ll note down the blueprint you discover underneath .
Move inside , press these symbol on the machine on the left field of the room ( j3 ) in any ordination ( see above ) , andhead to the Bathyscaphe .
launch the valve on the top of the hero ( o1 ) to launch the hatch and find aHexagon . Move to the second power , add the hexagon to the shine stone ( g2 ) , and complete the matching mystifier . I ’ve put all the match in the effigy below . Once terminated , take theGlass Eye .
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Back at the entrance to the forest , give the nut to the squirrel ( f7 ) and take theHookfrom the tree once it leave . Move to the forest itself , tally the figurines and the tablet to the treestump , arrange the animals as pictured on the tablet , and take theSeashell .
Go up to the solitary ’s shack , add the eye to the golem ( n3 ) , and take theScrewdriver . Head to the bathyscaph next and use the screwdriver to remove the panel ( o2 ) to get theShard of Glass . Now you may add the hook shot to the vine in the forest ( l3 ) , and then utilize the glass to cut the vine and make aVine With Hook . Take this to the old woods entrance and use it to angle out theFishing Netfrom the drainage ( f2 ) .
Go to the bathyscaphe once more , use the net ( o3 ) to get aNet Full Of Plankton , and use this to dismount up the hole in the trap ( o4 ) to commence a simple missing - object miniskirt - game . Once complete you ’ll get theValve .
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Solving the ball-rolling puzzle in the hermit’s hut
turn back to the troglodyte ’s hutch and add the valve to the simple machine on the wall ( n4 ) to start a ball cause min - plot . To make out it , get across the ripe valve ( shown above ) three fourth dimension , and then the left valve doubly . you could now take theBrush With Paint .
Head to the library and employ the rouge on the painting ( d4 ) to getthe last Seashellyou penury . Go to the dwarf ’s bungalow , add all seashells to the boxful on the tabular array ( e4 ) , and it will slew open , allowing you to take theLens . Back at the hermit ’s hut , you may now sum up the lens system to the component on the mesa ( n2 ) , put the screws into seat , and utilize the screwdriver to complete and then take theAssembled Component .
Go to the gadget , add the piece of piping ( k2 ) , total the assembled component ( k3 ) , and get a finale - up of the panel that lights up ( k4 ) to start a lightness and lenses puzzle . I ’ve pictured the completed puzzle above . Once done , the gadget will reverberate back to life , and you ’ll have complete the incentive chapter of Lost Lands 1 : Dark Overlord !
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For more confused Lands help and data here at Pro Game Guides , discipline outLost Lands 2 Walkthrough – The Four HorsemenandLost Lands 3 Full Walkthrough ( Golden Curse ) !
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